Temple

After the recap of the last moments of The Legend of Spyro: A New Beginning you begin outside the Dragon Temple, simply walk up the slope and head inside. Go around the dragon statue and pick up Enchanted Scriber's Quill [01/40]. This ones a freebie but in general they're hidden just out of view so you usually have to be looking to find them. Go through the door that opens and then top the right through another door.

Continue down the corridor and use your melee attack on the cracked door at the end. You'll then meet the first enemy of the game, a Toad Weed. It's like the Frog Weed of A New Beginning except blue and a bit more vicious looking. A simple knockup of the creature is needed to get it out of its hole where you can then proceed to kill it. Follow Sparx up to a second Toad Weed, then go up to where the game tells you to double jump and glide. Instead of doing so stop on the platform just below the top one and turn to the right. Double jump and glide onto the out-stretching tree branch and then quickly to the Quill [02/40] as it'll collapse and you'll fall if you stay more than a moment.

Go back and glide over the gap as the game suggested now. Position yourself so that the Toad Weed is between you and the root wall beyond. Knock him up into the air and then knock it back into the wall, smashing it.

Fire Dream

Immediately you'll notice a strange effect on the screen and Spyro's movement is slowed. This is Dragon Time, for now it's unlimited so take your time in jumping onto the rotating platform ahead, of course once you're on the platform jump off straight away. Once you land on the next bit of land you'll have the Dragon Time ability for real. Switch it on at the right moment so that you can jump on the fast moving platform directly infront of you, and then off again when you land on it to preserve it for your next little jump.

As the platform gets close to another fast moving platform start your Dragon Time again and jump onto the new one. You can jump off this onto solid land without using Dragon Time. There's another fast mover and then a tilt beam. It doesn't require Dragon Time to get on but you might to get off unless you're quite quick off the mark. Use it so that you can reach an end without it sinking below the level of the platform you want to get to. Then just glide down to the firey spot ahead.

Now with Fire Breath back you should head forwards and jump up the floating platforms to get to where there are four Stone Trolls waiting. Once you're told what to do they'll begin to awaken, here you won't have to do much damage and your magic is self regenerating. Move over to the far end and jump up the new platforms to get to some more Trolls. Kill them with your new Comet Dash attack (Fire Breath does nothing) and then move on again.

Use your Fire Breath on the three torches and again it's moving on time. Go up the platforms and jump onto the teleporter. You'll learn all about gems, and get a few free ones too. Some more platforms will appear once you've smashed the clusters so get up them and teleport into the last part of your fire training. Fury.

Kill the advancing Stone Trolls in any way you feel like, Breath, Dash or Melee. Smash the purple gem cluster in the centre to help things along a bit. Once your Fury meter reaches the full point simply unleash your fury upon whatever is around. Whilst furying you can't be hit. Once done head up the last set of platforms and enter the building.

Temple

Back out in the Temple level again, walk forwards and some apes will appear. After killing the pair of soldiers that attack first a couple of Death Hounds will appear. These are fast moving enemies that will charge into you from afar, so watch out for them. Another pair will arrive and then you'll see a short scene of a large ape leader jumping down. His attacks, if they hit you, will freeze you on the spot. Use fire breath to get out of it quickly, jiggling the analogue stick is a bit slow. Once you've taken care of the Leader and the soldiers and hounds that appear some bombs will helpfully smash some rocks for you.

Go over to the right and push the first statue into position at the end of its track. Then off to the left and push the second statue. Jump on top of the statue to reach the part above. Stand on the circle and the door will open. Activate Dragon Time and wander into the building.

Dead ahead there's a torch to flame (to the right is an unlimited green gem cluster if you run out of magic) and down the hall to the left you'll find another couple, the last of which will open up the big door. Go through that very same door. Avoiding the large hole in the floor, continue on through this passageway to where some soldiers put out the torches. Kill them and their leader and reignite the torches. The door will reopen to go through.

Go right and outside. Kill the spider, once it's down you need to tail strike it (aka head bash or horn dive) so that it doesn't get up again. After killing it turn to the left and jump up onto the ledge. Stand on the little platform in the far corner and look up to the left. Jump from the first branch onto the hexagonal pillar, then onto a tree branch and then across the path to Quill [03/40].

Continue on along the path again and light the three torches ahead, jumping up the steep platforms to reach the last one. The door will open and a Snail Rider will enter. Flame the snail and then jump and air melee the rider. Make sure to jump back after a few hits as the snail will pop out again, hitting you in the process. Keep repeating this until they're dead. The door will open.

Go through the door and along to a fire torch which you'll need to light. The other two are just ahead, one to the left and the other behind a vine wall which you'll need to smash using your melee attacks. Once lit, in will charge a couple of Death Hounds, take care of them before moving through the door. Go down the corridor to the left carefully, the floor will shake and collapse. Glide over the gap to take out the leader throwing ice bombs at you, as well as the couple of soldiers he summons when you reach him. Now turn around and go back over the second gap and look down into the first. You should be able to see a green thing twirling around down there. This is the first of five Magic Relics, Magic Relic [1/5]. Jump back out of the hole again and go through the door you just opened.

Smash down the vines blocking your way and go right (left to some Blue Spirit gems) and head outside. A Commander and a pair of Death Hounds will appear. Kill them, watching out for the Commander's green blasts that he sends out every now and again by hitting the floor. Then you need to light the three torches. One to the right of the entrance, one to the left and the last you need to use the platform the left one is on to reach.

The correct direction of travel once inside is to the left. Smash the vines and jump over the gaps, watching out as the floor is all ready to collapse, even just by gliding over. Once at the other end you'll reach a check point. Tail Strike the vines and you'll fall through into a spider den. Watch out for their spinning, and remember the easy way is to simply knock them up into the air once and Tail Strike them when they're down or you'll keep on having the attack them. You only have to hit them twice. Once the first two are dead another pair will smash their way in, handily making an exit for you once you're done with them.

Follow the path out and smash the vines in your way, you'll reach some Toad Weeds. Kill them and get onto the bridge just past, turn to the right and you might just notice a red/orange spinning icon in the distance. Glide down to it and collect Health Relic [1/5]. Use the roots on the wall to get back up, the last one requiring a sudden change in direction. You'll get back up on the right side of the bridge, keep going.

You'll encounter a spider lickety split, kill it and jump up the platforms beyond and inside again. You'll reach a room with five hexagonal pillars of varying size. Exactly positioned so that you can reach the very highest one and collect Quill [04/40].

Continue on to the right, watch as the pillar topples over forming a bridge, and immediately avoid the spider's attack. Cross that new bridge and kill that spider (I say spider, it's only got six legs). Down the path behind it and up to where a Snail Rider is sitting waiting. He'll summon a load of Toad Weeds to help, ignore them whilst going straight for the big target.

The vine wall will smash by itself allowing you through. Jump over the broken bridge and follow the leader dancing about on the other side upwards. At the first jump before turning to jump up again continue along a bit and round the corner you'll discover Quill [05/40]. Get back to jumping upwards. As you enter the passageway watch out for the rolling barrel. It will explode if you bump into it so just jump over, Dragon Time if you can't seem to time it right. Kill the leader standing about halfway through the tunnel and then jump straight off the end.

Glide down to the torches below, light the three of them and get back upwards to continue along the path above. A couple of hounds and a leader will run in to get killed. Once past them there's a Commander in the next room awaiting the same fate. He'll summon three soldiers to help him though, and once the four of them are dead another few waves of soldiers and leaders will smash their way in.

Once they're out of the way some spiders will appear. Jump up the platforms once you've squished them and you're saved again. Use the branches on the left to get over the thorn pit where a couple of spiders will promptly attack. Avoiding the attacks of a third long distance spider you'll then want to glide over some more thorns using branches, you might need Dragon Time in order to avoid getting stopped.

There's another Snail Rider up ahead along with a crafty catapult and and ball for firing in it hidden beneath some vines. Kill the Snail Rider in the usual manner and melee the vines holding the ball in place. Drag it up the slope to the catapult, stopping only to kill the Toad Weeds that appear, push it into the cup and melee it to trigger. Use the platforms below to get up to where you smashed and keep going.

Watching out for the ice bombs, glide down to the left, up the platform, light the torch and glide over to where the leaders and commander are. Kill them, light the torch and finally glide over to the last torch in order to open the temple door, making sure that none of the apes have put out your torches.

It's a quick trot along a long thin path, jump over the spikes onto a tiny platform in the middle of them and again to a branch sticking out, one more platform and then to safety. Wander past the gems and into the darkness at the end. Finally.

There's a few soldiers and a couple of leaders to kill before you get to the boss fight.

Assassin

Immediately you'll have to dodge his red blasts, and since you're in strafing mode for no good reason that's jumping to the left of right. Use Dragon Time to dodge if necessary. In order to hurt him you need to jump and tap flame when he's either going up or going down. Keep repeating this simple process over and over again until his life bar is empty.

Once he's defeated you're treated to a long talky cutscene in which you're cheated out of a flight level. On with the show.

Ancient Grove

Almost immediately a trio of Grove Mites will run up to you and latch onto Spyro's back if you don't kill them. If you do get on you just perform a melee attack of two to shake them off again. Charge over to their nest straight ahead and smash it so that no more bother you. Go up to the waterfall and wait for the platform floating in it to come down so that you can jump onto it and up to the left onto some round thing sticking out, allowing you to reach the upper layer. You might need to use Dragon Time if you can't manage to time it perfectly. Go round to the right, past the exit of this area and keep going.

Jump onto the round collapsing tree branches all the way to where you'll find Quill [06/40]. Jump back to the top of the waterfall and follow the actual path out of this starting area. There's a Mite Nest straight ahead so smash that to pieces to avoid bother. Keep on going past here and you should then be able to see a green icon up in the distance. A few trees will collapse as you continue and then a pair of Death Hounds will appear behind you. Turn around and kill them in order to trigger another to free up the path.

Go past the tree lying over the path and attack the three hounds still waiting for you, being aware of the mites running in from ahead as well. Once the hounds are dead go smash the nest and melee the tree that it's under. Jump up onto the fallen tree and turn around, jump onto the tree branch sticking out, then to another on the right and finally glide into that green icon floating in the air, Magic Relic [2/5].

Turn around again and use the tree for its straightforward purpose - getting past the tree wall. You'll immediately notice a large pulsating mushroom type thing standing in the middle of some purple water. Jump and melee it, watching out for the occasional mite from a little further on, and grab Quill [07/40] left behind.

Continue round the room to the other side where you'll encounter a place with a load of Grove Mite nests, despite this there seem to be very little actual mites so smashing them shouldn't be any sort of challenge. Keep on through the tree and glide down onto one of the platforms in the purple water below. Use Dragon Time to cross this water, switching it on and off again to get the platforms to get into the useful position.

As soon as you're over the water jump up to the righthand side of the path and melee the base of a tree there. It should fall over the path, so jump up onto it (avoiding the attacks of a Grove Beast up ahead) and then up onto the tree branch on the upper lefthand side of this path, then up to one slightly above, over to one on the right, back over to the left and round the circular part to where Quill [08/40] is.

Drop down, take care of the large Growth behind you if you want, you might recognise it from its brief appearance in A New Beginning, and then just keep on going. You'll quickly arrive at a larger lake of purpleness, this one inhabited by Grove Worms, creatures that spit out an annoying substance that can hurt you a bit. To kill them you can jump into the water and tail strike, but it's not particularly worth it, so just ignore them and avoid their attacks.

Jump onto the first platform and smash the nest, over to the right is another nest, then just keep on following the platforms around. There are some Blue Spirit Gems that you might want to get, you can get these by taking a detour along some branches to the right. In any case smash the next nest of Grove Mites and get on over to the other side of the lake. Approach the thorny blockage and a death hound or three will smash their way through. Back off to get out of the range of the Growth and kill the three of them, then run up to the Growth and take him down, noteful of the fact that he's rooted to the ground so you can't knock him into the air.

Some more Death Hounds and another Growth and just around the corner so lure those hounds out and take on the Growth by itself. And when they're dead your path will clear up. Trundle on along it and you'll hit a cutscene.

Ice Dream

Back in the training grounds, it's time to learn Ice Breath and all its new features. You don't even have to walk over to where you regain the power, how lucky. Jump up the platforms, Dragon Time for the first one, and try out your new Polar Bomb attack. This is much more powerful and much more useful than the Ice Breath of the previous game, this time your foes almost always freeze allowing you the freedom to get up close and personal without them attacking.

There's a tilt beam inbetween you and the next part, not too difficult I should imagine. Using the cool new Ice Tail attack you can quickly kill these Stone Trolls. Using the beams to get up high now you should reach a small lake where you'll be instructed to use Polar Bomb to help cross. It's quite a nice method of getting across the water, simply fire it into it and it should create a small ice platform that you can stand on for a short time before it breaks up and becomes water again. Make as many platforms as you like here, your breath is unlimited for now.

Once at the far end of the lake you should use the turning tilt beams to reach the platforms above to the left where you'll be doing the Ice Fury. Ice Tail is quite slow but will wipe out the trolls easily. Unleash your fury and then jump over to the building to finish up and get back to the real world again.

Grove Underground

Scavengers attack! Three soldiers and a leader will immediately rush towards you, simply use your new Ice abilities to defeat them all. You should be able to make it over the first gap in the platforms without using Polar Bomb to create a platform but the next part requires it. Try and get the platforms a decent distance apart (you use the same amount of magic however long you charge it) so that you don't run out of breath before you reach the other side. If you decide that you want to kill those annoying Grove Worms then it'd probably be best to attempt it from shore where you can stock up on magic. It's only a short hop to the next platform but then it's a bit longer to dry land again.

Once there you should run along to the other end and go for one last run across an even longer stretch of the purple water. There's a couple more Grove Worms to the right inbetween some odd low platforms in the water and then a host of mite nests that you may want to smash. Now, stand on the raised platform to the right in the water. Looking back you'll notice another platform start to rise, use Dragon Time, jump onto that platform and keep going along this pattern to get to the top of the last one where Quill [09/40] is.

Getting back to the path, as you approach the next corner a pair of Death Hounds will charge around and start to attack. Once you've killed them jump up the steps at the end and you'll emerge into large open area, pirate ship ahead. Proceed further forwards until a scene introduces a whole load of scavengers. This might take a little while as there are several waves of leaders and soldiers. Once you're done with them, or bored of them, go over to the far right corner. A small boat of three soldiers will arrive, ignore them and instead flame the fuse inbetween the boxes on the left. Wait a short while and some explosives will go off.

Now go through the gap in the cages that you just made, another small boat will turn up, this one you should get on (killing the passengers first of course) and it'll take you a short distance to the left. You should then follow Sparx up onto the cages back on land and then just keep following him over the cages. Once on the highest points get as close to the large ship just off land and glide down onto the deck, next to a cannon. The game will helpfully hint that you should hit the barrel of cannonballs on the far side of the ship. First you might want to kill the attacking scavengers, but once they're dead take a cannonball over to the front of the cannon, then once it's inside light it with your fire breath.

That's another path opened. Glide back down to dry land and make your way along to the new opening. Use your Ice Breath to put out the fires and then melee the wood left behind.

Scurvywing

Seem familiar? Yes, this fight is almost exactly the same as your fight against the Assassin. I'm not really sure whether or not to class it as a boss fight but I might as well.

Just like with the Assassin you need to dodge the blasts of red either by just jumping to the left or right. Or use Dragon Time to slow things down for you. And then attacking is simply a case of jumping and hitting the breath button, oddly you can't change breaths despite having Ice Breath now but I guess fire works perfectly well anyway.

Grove Underground - Continued

Turn around and head down the path to the left and jump down at the end of it. The game will save and you'll see a short flyby of the upcoming enemies for the next little area. Anyway, kill the Grove Beast to your left, he'll set of green blasts by hitting the floor and doesn't seem to be able to be thrown into the air. No matter, he freezes well. Over to the small pond with three Grove Worms sitting in and another Grove Beast on the far side. Around the pond and to the right and you'll round a corner where two more Grove Beasts will pop up ahead.

Get over the thin strip of purple water between you and them and beat the gems out of them. Over some more water to the exit ahead, a Grove Beast might be there but he tends to kill himself.

It's bottomless pit time now, the flyby helpfully showing you the Health Relic you're going to be trying to get in a minute as well. Jump forwards onto the tree branch and then follow a few more branches until you get to a large floating jellyfish. For the most part these are harmless platforms that seem to allow you to land on them in impossible places but some ahead, like the very next one for example, will flash yellow and shock you, so watch out for those. Timing your jump to land exactly after the Jellyfish stops shocking make your way over to a large tree trunk just past a few more branches. Don't go inside yet though, instead head to the right.

You should be able to see a path of branches curving around to the left, just keep following them and past the shocking Jellyfish. The jumps here will start to get annoying so either be really good at perfect timing or double jump and instead of gliding the whole way, use Comet Dash. This will propel you forwards through the air usually closer to the target branch and higher than you would have got with a normal glide. You'll be rewarded with Health Relic [2/5] for getting to the end of the path. Glide downwards onto the Jellyfish ahead and get back to the tree, go inside now.

Once inside you'll be trapped. Surrounded by an onslaught of Grove Beasts. The best way of taking care of the wave upon wave of these beasts is to keep freezing them. They don't like the cold. Once it's over a mushroom platform will descend allowing you to jump onto it. It'll take you upwards to the exit, an oddly bright light.

Back out in the darkness jump onto the Jellyfish ahead of you and wait for another to come floating by. Jump on-board, wait for it to get to the other end of its path and jump onto another Jellyfish. There's a pair of Jellyfish of the shocking variety up next, it's all a matter of timing but if not unless you're really low on health it shouldn't matter here. A few more jumps following Sparx onto another moving Jellyfish, at its point on the far side of the tree jump again to another doing the same kind of thing, and then onto a nice normal stationary one.

Wait for it to float up a little and at the highest point as they start to go down again, jump towards the one above. You should make it by landing on the side, jump again if you're sliding off. Instead of going left like mean old Sparx wants you to do, go to the right and follow that short path of Jellyfish to its conclusion, Quill [10/40], you'll need to jump to grab it. Go back now and follow Sparx to the left. Getting past the last few Jellyfish and emerging on proper land again. The game will also save at this point.

As you walk a little forwards a Grove Beast and a number of Death Hounds will popup out of the ground for no reason. Keep to one end of the area so not to provoke all of them at once, try to either kill the hounds first or incapacitate them with ice while you attack the Beast. Once all of them are dead and gemmified another hound will smash through the wooden fence. Kill that and then you'll see some more Growths up ahead throwing those ice/web things at you. They're also guarded by a few more hounds so watch out for those. A quick ice breath or two should freeze them all solid to allow you to nullify the danger.

Going left at the corner (where else would you go?), you might just notice the twirling sight of a feather in the greenery ahead. As you trot down the path towards it a trio of Death Hounds will pay you a visit from their forest home. They should attack you near a tree on the left with a load of dents in. Melee the base of it and it'll fall down. Jump up onto it and then directly over to the feather to the right, that's Quill [11/40]. The camera here's not very good but whatever.

Jump back down to the path and not much further you'll reach a large purple lake with a half sunken ship in it. Also to the left you have an unlimited green gem supply... handy. Using Ice Breath make your way over to the ship, jumping on the side and to the front where there's a leader. Kill him and then smash open the box nearby. Inside is Quill [12/40], nice. Refill your magic if needs be and jump over to the three stone platforms in the lake. Using Ice Breath again go around the ship to the left and grab Quill [13/40] sitting on the small platform there. Jump back into the ship to refill your magic and then go back to the platforms again and finally get up the ledge dead ahead (you may be able to go straight from the quill to land depending on how much magic you used getting there).

From here it's just path to the boss.

Arborick

The Stone Sentinel of The Eternal Night. Unfortunately, like the other couple of 'boss fights' you've had you're stuck in strafe mode. Not all bosses are like this so don't worry too much. Anyway, this fight is much more boss worthy with Arborick needing a special method of attack to defeat.

That means setting him on fire in a certain way. Hit each part of his body twice with your fire attack, the second hit should be immediately after whilst he's still glowing red. You need to hit both of his hands, both of his feet, and his torso in order to beat his first health bar. If you don't get them all on fire quick enough he'll start spinning and regenerate all his health, putting out the fires at the same time. During this you'll also have to avoid his punches and kicks, Dragon Time is a big help in all of this.

The second part of the fight is a much closer affair, there's no specific thing you need to do besides attack. He no longer sets on fire and won't regenerate once he's moved right up onto where you are. Just keep moving from side to side pounding away at his feet and his health, dodging his now even stronger attacks.

One large part of this fight is dodging the flames he sends out when he starts to spin. Avoid this by watching their path closely, you should be able to tell where the ones headed in your direction will land based on your current location. Dodge these and getting hit occasionally by Arborick won't be that much of a problem.

Fellmuth Arena

Without so much as an exploratory rest you're thrown into a fight against the Blundertails. They're a couple of large scorpions with cannons for stingers. These two work closely together and so are harder than they would be alone, obviously. To do some damage you need to do a melee knockup to open their blocking claws, then you can attack them freely, if the other one didn't have a problem with you doing that of course, so the best thing to do is knock one up and then the other, then attacking the second. Repeat until one of them is sort of flat on the ground, it's at this point you should perform a Tail Stike to squish them, like the spiders. With just the one Blunder Tail left there shouldn't be too much of a problem.

Earth Dream

Glide down to the green circle ahead to reawaken Spyro's Earth element. Then just jump up the simple platforms to get to the Stone Trolls. Here you'll be told about Earth Flail, no more rapid fire Earth Breath, this one is still quite tough and is useful in attacking a lot of enemies, though not if they're too close already. Kill the four trolls to advance.

You'll need to use Dragon Time to get up to where you are taught about Earth Pound, an attack good for groups as well. This jumps Spyro and nearby enemies into the air for you to immediately air melee them, it damages them a bit too. The four trolls are quickly defeated and you move on to the practical use of the Earth element, smashing rocks. And turning crystal ball switches on. Once you've smashed the rocks stand in the middle of the crystal ball things, hold down Earth Flail and turn a full circle. You'll then be let to go off and do the Earth Fury.

One little platform jump left and you're back in the waking world.

Ravage Rider

For the first health bar it's a simple case of standing in the middle to entice the Ravage Rider to turn and fly at you. You should watch the cannon in its side, popping out occasionally to fire a cannonball at you. These are easy to dodge if you see them coming. Every few runs down the centre of the arena and the Ravage Rider will crash, the driver's legs sticking out the bottom. Melee the ship at this point (jumping will waster time), you'll probably need to do this a couple of times before getting to the second stage. Getting too close during this part will mean that the Ravage Rider will blast fire out of the cannon spot.

Once onto the second stage of the fight you're going to need to be tougher. Circle the arena staying near the middle, on the opposite side of it to the Ravage Rider. This should both make the cannonballs miss and any fire won't reach you. He'll quickly turn into the middle so get ready with your Dragon Time in order to get out of the way. He crashes a lot less often so you'll just have to keep circling until he does, making sure not to let him catch you up too closely. You also get less time to attack when the ship crashes so you need to do that more times than before as well.

Once that bar is gone he'll do one more circle of the arena and you win.

Executioner

The Ice King-alike Executioner has a nifty sword and shield dealio. Stand a little away and blast at him with your Fire Breath. This will quickly destroy his shield. Dragon Time, run up to him and melee. Avoid his occasional sword attacks and you should be able to quickly get rid of his first health bar. You're probably supposed to wait for him to get his sword stuck in the ground but waiting for that can mean he'll do his very annoying other attack where he knocks you into the air from a distance.

His second should be about the same without his shield, just melee him and avoid any of his slow motion attacks (in Dragon Time of course), using Comet Dash as part of air melee attacks is quite useful but you may want to save a few for his third final health bar which is again pretty much identical.

Fellmuth Arena

Finally you're out of the fights and straight into another fight with a bunch of Scavenger Soldiers. Once you've killed this first lot a door will open to the right and yet more of the monkeys will pour in. Kill them and you're free to go through that door. Over in the far corner you'll see a bunch of boxes all piled high, smash into the lighter coloured ones at the bottom a few times, this should clear the way.

Hit the lever on the wall next to the pressure pad and a barrel will roll out of the pipe behind you. Stand on the pressure pad until the barrel has rolled past the spikes, switch Dragon Time on and quickly run over to the next pressure pad. Again stand on it and wait for the barrel to roll over the spikes (turn off Dragon Time while waiting). Another pressure pad to get it over another set of spikes, and then if you want to get the Health Relic, run over to the far pressure pad and let the barrel roll into the far wall. This will destroy the blockage and let you use Dragon Time to reach Health Relic [3/5].

To get on with the game repeat all of that except without letting the barrel roll past the last set of spikes. It'll hit them and explode, opening the side of the ship. Jump down.

The pattern for the first pipe is three blasts and then a gap. You might like to use Dragon Time for an even safer jump. Keep going left, the next is eight bursts and then a short gap (Dragon Time quite useful), the next has five bursts (the top is pretty redundant but it bursts for three of those five) and then its gap. The last one has ten bursts before its minuscule gap, Dragon Time is most useful for this one.

Now you're at the other end switch to Ice Breath and use it on the fires, then smash the remaining wood (or jump over it, whatever). Smash down the door and turn left. Keep going to the end and then flip the lever. This will invite a new load of scavengers in to start wailing on you. Wail on them and then go past where you just got into this section and beyond where the gate just opened. You've been here before so just keep on going forwards to the very end where you'll meet Mole-Yair.

Walk out of the door to your right and you'll be shown the side of the ship firing cannons. You can mostly ignore the cannons as you jump right over the top of their shots, but don't stand around waiting as the planks go rather wonky. Get to the far end of the cannons and stand in the lift. Jump off at the top. Up here you're going to want to push the little carts towards the wall to block the steam coming out. Those leaders might want a bit of a killing too. Once all of them are pushed against the wall (you may need to remove a blockage or two).

Back down by the door head inside and to the left. In the room first open on the right is a cannon, but no cannonball. That's in the room first on the left. Hitting the barrel will summon a pirate ghost, you can kill these very easily. Take the cannonball back to the previous room and fire it. Quill [14/40] is waiting under the rubble.

Back into the cannonball room again, take another to the next room along the corridor. Fire the cannon and go back for another ball. Fire once again and you'll be able to grab Quill [15/40]. Continue down the corridor again, going left after a very short distance and through into a room with the bottom of a mast in. Go into Dragon Time and hit the lever on the base of it. quickly run around the mast and into the lift. The lever at the top opens the grating on the far side, use Dragon Time to get there in time.

Kill the few scavengers that attack you as you reach this new checkpoint, once they're all dead and no more are arriving turn to the left and hit the lever next to where you came in. This'll drop a cannonball for you. Drag it over to the far left and put it in the cannon there (it's the one facing a pile of girders) and fire it. Quill [16/40] is found in the rubble. Hit the lever again and take it over to the right where there's another cannon. Firing this one will destroy the cannonball holder and make a way for you to jump up to the next part.

You'll suddenly be onset with a horde of leaders and soldiers, and a couple of Fire Cannons on either side. Kill a load of them and a Scavenger Commander will appear. The totems mentioned are little statues that glow purple, a beam of light connects them to the things that it's helping. Smash the totems or you'll find that your enemies regenerate health while you're killing them. Go up the ramp at the back and take care of the Commander. Once he's dead a few more troops will pop in. Kill them and jump onto the left lift.

Beat up the several Leaders on this platform, once they eventually stop appearing another lift will come down to you. Kill the soldier and jump on-board. Jump out once you stop and kill the platform full of scavengers, then look out to the far side of the platform. You should be able to see the Quill floating about on the end of the wooden bit. Simply walk out to the end to grab Quill [17/40] then hop back onto the lift and go back down. Walk along the rope bridge over the arena to the far mast.

Jump straight into the lift sitting there and you'll be dropped down into a large battle. Kill all of the soldiers and leaders around down here first, then fire the cannon on the left. This will free a pair of Blunder Tails. Defeat those like you did the two in the arena; if they're close together you should knockup one and then the other and attack that one while the other recovers. Keep doing this and then finishing them off with a Tail Strike. Go up the steps to the left, lure the load of soldiers there down onto the deck and kill them all, making sure to smash any totems that the Commander throws down. Once they're all gone go up to the middle and use Ice Breath to help defeat the three Commanders at the top.

Once you kill that last one a proper war will break out. Turn around and smash the large chest next to the steering wheel. Inside is Quill [18/40]. Walk down to the scavengers below and you'll see some Dreadwings destroy the deck. Once you've killed the scavengers to your satisfaction just jump down through the new hole (dying before getting through the hole means doing the entire battle over again).

Skabb

The big dumb pirate will start firing his hook at you. Dodge it a couple of times and he'll get it stuck. This is your chance to melee attack a few times him but as soon as he manages to free it you need to get out of his way. Keep repeating this simple method about three or four times until you eventually get his first health bar down.

His second attack consists of firing several shots in a row, dodge these by walking to the side and then jumping back along the same path then walking it and jumping and walking and jumping until he finishes this attack. He'll then fire a couple of times with several bullets at once. Double jump right over these (or if you're in the air when he fires, get on the ground). His gun will start to spark after about four of these multi-shots and give you a chance to attack, a melee of three hit should be about right. You and he should then repeat this until you defeat him.

Pirate Fleet

Glide down onto the deck of the pirate ship below you, landing in the midst of a bunch of scavengers. Kill the two that are left. If you want to kill the Armordillo locked in the cage you should be able to melee him, or just jump on the top of the cage and perform a few Tail Strikes. Anyway, go over to the far side of the ship and glide down to the next one, following Sparx as he changes direction so that you miss the Dreadwings.

Once on the pirate ship kill the leaders and then use Ice Breath to get up to the Commander at the stern who you will need to kill. Once he's dead a small boat of three Soldiers will appear on the starboard side. This boat will take you to another small boat which you'll need to transfer to. This one will take you up to a third large pirate ship.

Kill the few scavengers on here and grab a cannonball from the dispenser at the back. Take it to the cannon in the middle and fire it at the bits of wood blocking the other ship. Glide over the gap between the two ships and get read for a fight. A few waves of enemies will appear then a Commander will open up the top for you and some more soldiers will pour in. After defeating them but before jumping out of here, smash the treasure chest over next to the large crate. Inside you'll find Quill [19/40]. Now jump up out of there.

Go up towards the Commander and he'll summon a bunch of soldiers to attack. Ignore them and just jump up to the Commander and kill him first. Once he's dead a small boat will arrive to the left of the ship at the back, kill the passengers and jump onto it. On this next ship you'll need to kill another bunch of scavengers. Before exiting and jumping on the next little boat, instead go up to the top back of the ship and use Earth Flail on the piles of straw there. The largest pile has a pressure pad underneath. Stand on it and the door in the middle of the deck will slide open.

Dragon Time and run down into the hole. Behind the pair of crates on the left is Quill [20/40], that's half of them done. Jump up to the top of the room and the door will open automatically for you. Now get onto the boat to the right, it'll smash a hole into the next ship.

Kill the scavengers that attack and then use the cannon to destroy a large crate blocking the exit. Then stand on the pressure pad at the far end of the room and go through the door. Kill the Ghost and the lone Blunder Tail at the far end of the room. A lift will come in, laden with a leader, which you should jump up to and get into. Emerging on the deck you'll want to kill the two Fire Cannons on either side and the Blunder Tail next to one of them.

Go towards the back of the ship and kill the scavengers there, some soldiers will burst through a crate, kill the Commander behind it as well. Hit the lever up here at the front and a boat will turn up on the right-hand side. Ignore it just for now and head towards the back of this ship. On the right next to the treasure chest, jump over the barrier and onto a small boat sitting there. Jump onto the boats slightly further out to get Quill [21/40]. Now jump back and go to the middle right. Jump along the planks to the boat and get on.

Glide down to the pirate ship below and Scurvywing will attack. Again.

Scurvywing

It's exactly the same as your previous fight. Dodge the red blasts by jumping to the side, and jump and tap flame when he goes down or is coming up to attack. Simple.

Pirate Fleet

Head towards the back of the ship and hit the switch. This'll bring a small boat closer, jump on it as you'd expect to need to do. Jump to the left and onto the next ship. Immediately start attacking the soldiers on the deck and once all dead go to the back of the ship and use the cannon there. Next you should jump onto the boat floating up and down between the two ships and then glide over when you are able.

In the middle of the ship you'll see a wooden trap door slightly opened and slightly cracked. Tail Strike this a few times to break through and find Quill [22/40] under there. Jump back out and head towards the back of the ship. Kill the leader there and flip the lever. One side of the cogs will start turning. Turn around and go to the middle of the ship, just past where you got that quill. Jump up to the mast and hit the lever at the bottom of it. Finally make your way to the front of the ship, killing scavengers along the way, and hit the third lever to open the other trap door.

Jump down the hole and into the area below. Cross the room and once you get near to the other side some scavengers will appear back where you came in. Kill the leaders as they arrive (two at one time at most) and avoid the parts of the burning floor that fall. Once they're dead some more will arrive through the grate that closed before. Kill them plus the Ghost and a boat will appear back up on deck. Go into the next room and smash the large chest on the right. Inside is Magic Relic [3/5]. Turn around and jump back up onto deck via the gappy room and get on that boat to the left.

This next ship is completely void of life. Go to the back and smash open the large treasure chest there, Quill [23/40] is your prize. Once you've got that and are filled up on gems jump onto the boat on the right side of the ship. Transfer to one more boat and you'll notice a health bar popup in the corner. Glide down to where the big guy is waiting for you.

Skabb

Here we are again, battling Skabb. He's got a different tactic this time though you'll be glad to hear. Avoid the cannonballs as he fires them and then kill the soldiers that appear (usually they'll jump off the edge attempting to get you). Skabb will then turn his sword a purpley glowing colour. Avoid his swipe and he'll slam it into the ground sending out a burst of purple energy. Double jump and glide over these, doing this four times before he tires. This is you chance to attack, you don't get much of a window though. He'll then start a downpour of explosions, you can avoid these by watching the shadows as they get larger.

In a bout of originality it'll repeat again, this time with leaders instead of soldiers. The next time will be back to soldiers again. You'll probably need to attack him about three of four times until you beat him depending on how much damage you manage to do each time.

Comments

I found a bit of an easier way to defeat Skabb the second time. During the first 'phase' where there's the little soldier guys, don't kill them all. Leave one or maybe two alive, and keep jumping into the air to melee attack Skabb. If you don't try to get in any extra hits, you can safely pull back and reach the ground without getting hit, and then repeat the process. He can't hit you while you're in the air hitting him, and if you time it right you'll jump over his attacks when you initiate the melee. Keeping the little soldiers alive prevents him from doing that purple sword wave thing, which is one less thing for you to worry about.